Medium Undead, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 212 (25d8 + 100)
Speed 30 ft., Fly 20 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +11, WIS +8, CHA +11
Skills Arcana +15, Perception +12, Persuasion +15, Religion +10, Stealth +15
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 22
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Amelie isn’t in running water or sunlight, she can use her action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into her true form.

While in bat or wolf form, Amelie can’t speak. In bat form, her walking speed is 5 feet, and she has a flying speed of 30 feet. In wolf form, her walking speed is 40 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

While in mist form, Amelie can’t take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Legendary Resistance (3/Day). If Amelie fails a saving throw, she can choose to succeed instead.

Misty Escape. When Amelie drops to 0 hit points outside her coffin, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in running water or sunlight. If she can’t transform, she is destroyed.

While she has 0 hit points in mist form, she can’t revert to her vampire form, and she must reach her coffin within 2 hours or be destroyed. Once in her coffin, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After 1 hour in her coffin with 0 hit points, she regains 1 hit point.

Regeneration. Amelie regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in running water or sunlight. If she takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.

Spellcasting. Amelie is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost, green-flame blade, control flames

1st level (4 slots):comprehend languages, fog cloud, sleep, disguise self

2nd level (3 slots): detect thoughts, blindness/deafness, mirror image

3rd level (3 slots): animate dead, fireball, counterspell

4th level (3 slots): blight, greater invisibility, polymorph

5th level (2 slots): animate objects, scrying, immolation

6th level (1 slot): flesh to stone, globe of invulnerability

7th level (1 slot):simulacrum

Spider Climb. Amelie can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Weaknesses. Amelie has the following flaws:

Forbiddance. She can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. She takes 20 acid damage if she ends her turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into her heart while she is incapacitated in her coffin, she is paralyzed until the stake is removed.

Sunlight Hypersensitivity. While in sunlight, Amelie takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.

Tether the Veil (Mythic Trait; Recharges after a Short or Long Rest.) When Amelie Von Vallentiiv is destroyed, and the Dark Heart has been awakened, instead of dying her ashes swirl in to a dark shadowy form from which she appears. She regains 212 hit points, becomes immune to Bludgeoning, Piercing and Slashing damage from nonmagical attacks aswell as resistance to poison and force damage, and gains the following traits:

  • Incorporeal Movement. Amelie can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

  • Detect Life. Lady Vallentiiv can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Actions

Multiattack (Vampire Form Only). Amelie makes two attacks, only one of which can be a bite attack.

Clawed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, Amelie can grapple it (escape DC 17) instead of dealing the bludgeoning damage.

The Vallentiiv Blade (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5ft., one target. 14 (1d8 + 11) piercing damage plus 9 (2d8) cold damage. A creature attacked this way must succeed a constitution save (save DC 17) or begin suffering from the affect of extreme cold. This affect can be removed from a creature through the greater restoration.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Amelie, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Amelie regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Amelie’s control.

Charm. Amelie targets one humanoid she can see within 30 feet of her. If the target can see Amelie, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed. The charmed target regards Amelie as a trusted friend to be heeded and protected. The target isn’t under Amelie’s control, but it takes Amelie’s requests and actions in the most favorable way and lets Amelie bite it.

Each time Amelie or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Amelie is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Amelie magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Amelie can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Amelie and obeying his spoken commands. The beasts remain for 1 hour, until Amelie dies, or until she dismisses them as a bonus action.

Legendary Actions

Amelie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Amelie regains spent legendary actions at the start of his turn.

Move. Amelie moves up to her speed without provoking opportunity attacks.

Clawed Strike. Amelie makes one clawed strike.

Bite (Costs 2 Actions). Amelie makes one bite attack.

Call The Blade (Costs 2 Actions). The Vallentiiv Blade flies in to the air and acts as a dancing sword until the end of Amelie's next turn. While attacking in this way, it does not inflict the extreme cold affect.

Mythic Actions

If the Countess' Mythic Trait is active, she can use the options below as legendary actions for 1 hour after using Tether the Veil.

Despairing Gaze. Amelie's evernight eyes stare in to the soul of a creature and drain it of hope. The creature must succeed on a DC 18 wisdom saving throw. On a failure roll 1d4 to determine the applied affect.

  • (1-2) Apathy. The creature is overwhelmed with crippling apathy, takes 1d6 psychic damage and becomes stunned until the end of Amelie's next turn.
  • (3-4) Dread. The creature is shaken to it's core by the darkness glaring back at it, takes 1d6 psychic damage and becomes frightened of Lady Vallentiiv until the end of her next turn.

Living Shadows (Costs 2 Actions). Amelie summons 1d4 shadows to fight along side her.

Consuming Darkness (Costs 3 Actions). Shadows erupt from Amelie plunging the area around her in darkness. A 60ft radius sphere of magical darkness appears, centred on Amelie, all natural light sources in the area are extinguished, and magical light sources require a DC 17 concentration check by the caster or are also extinguished when it appears. Any creature in the darkness not within the range of a light source takes 3d10 psychic damage as the shadows grip them. If this reduces a creature to 0 hit points they are dragged in to the shadowfell. The darkness receds at the end of Amelie's next turn.

Description

The Mournful Heirlooms

Amelie has five cursed artifacts she keeps around the castle, the misery and pain trapped within these heirlooms summoned The Dark Heart and keep it bound to Amelie. Each Heirloom has an AC of 10 is protected by the sanctuary spell, and has one hit point.

  • Her fathers broken pocket watch.
  • Her mothers gold locket containing a pristine picture of Amelie and her siblings.
  • The scorched king from her older brothers chess set.
  • Her younger sister's blood stained diary.
  • The stake she used to kill her grandfather, still in his chest where she left it.

When an heirloom is destroyed, the creature who destroyed it must make a DC 15 constitution saving throw or take 1d10 psychic damage and roll on the long term madness table in the DMG.

Once all the Mournful Heirlooms are destroyed, The Castle's Heart is unable to defend itself.


Amelie's Motivations.

Lady Vallentiiv has been accumulating power for generations because of her fear of the other vampiric families of Vasovia, and if able to will manipulate the adventurers in to gathering even more for her. For about 30 years now however, Amelie has become the focus of whispered nightmares and cautious tales, cementing her position as the unapposed ruler of The Southern Stretch. 

From her throne in castle Redfall the Countess commands an army of undead to terrorise the land and bring her banquets of blood and fine food. Intelligent and calculating she often attempts to find new ways of expanding her control over Vasovia through various arcane or mechanical means. Recently her mind has been contemplating a powerful relic named the Dark Star, an item she currently uses to induce a blanketing darkness around her land, as it slips partially in to the shadowfell, but an item she believes could grant her far greater power than that.

Upon learning of the adventurers in her land she is likely to "play" with them, casting sorrow over them and manipulating them to her own ends.


 Mythic Encounter Potential.

The ash gently falls to the floor like snow, as it does the light recoils and the shadows grow. The black ash with the hissing of wind begins to spiral and darken as it rises again in to an onyx figure with red eyes. You hear her sword rattle and sweep through the air as the onyx ichor recedes back in to the eyes of the reformed Amelie Von Vallentiiv. "This will be fun".

Fighting Amelie as a mythic encounter is equal to fighting two CR 19 creatures and xp should be adjusted accordingly.

In the Fires of Vasovia campaign Amelie has a chance of becoming mythic if the party doesn't prevent her from completing her plans.

Lair and Lair Actions

Lair Description

Castle Redfall is an ornate gothic castle sat on the cliffs overseeing the small town of Mourning Lake. It's grand halls and great walls have been home to the Vallentiiv family for centuries.


The Dark Star

Housed in the castle's throne is the Dark Star. A crystaline container resembling a four pointed star. The container is filled with a viscous onyx liquid which swirls and stretches with a life of it's own. The container is a powerful source of necromancy and fuels the dark rituals and malevolent plans conducted within the castle's halls and surrounding lands.

Lady Amelie came in to the possession of the Dark Star after slaughtering the other members of her family in a ritual to sumon it to her, it's cursed nature means it latches on to sorrow, pain and missery and holds it in place, causing Redfall to act as a conduit of undead.

The Dark Star was originally hidden away by a mage named Hypatia Aravae who kept a well guarded home in the mountains of southern Vasovia. Believing information on the artifact may still be hidden there it is likely, she will send the adventurers to investigate while desguised as someone else.

If Lady Vallentiiv gets possession of Aravae's notes on the artifact, she'll we begin to search for the Woeful Key, a sister artifact that unlocks the Dark Star's full potential. Unlocking the Relic's full power grants Amelie access to her Mythic trait and actions.

The Dark Star protects itself, dealing psychic damage equal to 1d12 times the amount of remaining heirlooms, and 1d6 force damage to any creature (excluding Amelie) who moves within 5ft. of it and pushing them back 30ft.


Lair Actions

While Amelie is inside the grounds of Castle Redfall or the caves beneath, she can take lair actions as long as she isn't incapacitated.

On initiative count 20 (losing initiative ties), Amelie can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, Amelie can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
  • Amelie targets any number of doors and windows that she can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Amelie chooses to end the effect, or until she uses this lair action again.
  • Amelie targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Amelie and within 30 feet of her. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Amelie’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
  • Amelie can choose to switch location with any of her mournful heirlooms as long as it is also within castle grounds. When she does so she appears within the closest unoccupied space to the chosen heirloom, and the heirloom appears in her previous space.

Regional Effects

The region around Castle Redfall and the town of Mourning Lake, as well as the wilderness stretching for several miles past that, are subjected to any or all of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the castle wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the castle seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of castle Redfall. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • The region is constantly under thick cloud cover limiting sunlight during daylight hours and nights are noticeably longer.

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Monster Tags: NPCShapechanger

Wats0n

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